#Transparency
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-- not functional code! just pointers/examples
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-- setting a model's transparency example
local function modelTransp(model, transp) -- get descendants of model
for _, descendant in pairs(model:GetDescendants()) do -- descendants is everything under the model object, while children are... children
if descendant:IsA("BasePart") or descendant:IsA("MeshPart") then -- not sure what parts your model has.. but you can add stuff like decal, surface gui, etc
descendant.Transparency = transp -- set transparency, keep in mind transp' properties for different parts may be different, like ImageTransparency, etc.
end
end
end
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-- modelTtansp examples:
-- example 2:
local myModel = game.Workspace["Bob the Npc"] -- define your model somewhere/somehow
modelTransp(myModel, 1) -- first input is the model, second is the transp' value, 1 being invisible
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-- making a click det clickable, or a proximity prompt enabled
-- !!! note that you wont have to define your model over and over if its a global variable, which it should be lol
-- for making something clickable, you can use a click detector object inside the model, or better yet a 'hit/click box' that surrounds the model
-- you can use a cd/db (cooldown/debounce)-like system to 'enable' clicking, though if you use a proximity prompt you can disable/enable it with .Enabled = true/false
-- i call it "cd/db-like system" but I hear it be called a "bool variable", or a "switch variable", but i'm not sure :D
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-- click detector example (given this is likly inside some sort of funciton)
local myModel = game.Workspace["Bob the Npc"] -- define your model somewhere/somehow
local myClickDet = myModel.ClickHitBox.ClickDetector -- get your click det, mine is inside a click/hit box that surrounds the character/model
local canClick = false -- set a false variable
-- lets say we ran the code to make the model visible using the 'transp' function at the top
modelTransp(myModel, 0) -- 0 being visible
-- if we want the player to be able to click now that the model is visible, lets set canClick to true
canClick = true
myClickDet.MouseClick:Connect(function()
if canClick then
-- code to run when clicked successfully :D
else
-- this can be for debugging
warn("Click value is", canClick) -- should ideally print "Click value us false!" if canClick is not set to true & the player tries to click
end
end)